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A member registered 15 days ago · View creator page →

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Thanks to your bug reports and feedback, I've managed to fix most of the issues mentioned! I tried equipping and un-equipping footwear on the surface multiple times, and it didn’t trigger issue #3. The rest should all be fixed now :)

Regarding the difficulty of Vegan mode not having a light source: that actually wasn't the original plan. The initial idea was just to remove leatherworking, but since backpacks require leather, one thing led to another and I ended up rolling with it.

Now that I've had more time to think about it, the implications are a bit too heavy. I'm planning to introduce an alternate way to craft backpacks. Probably by allowing sheep to spawn during vegan runs, so they can be sheared for Wool (a new resource). That way, players could craft a different type of backpack using wool, enabling a different playstyle without making things impossibly hard.

Though technically, with wool involved, it might no longer qualify as a true "Vegan" run (maybe we'll call it a "Pacifist" run instead or something along those lines).

First of all, thank you so much for the continued support for Serenitrove. Knowing someone's enjoying the game really makes my day.

Let's take a look at the bugs you mentioned:

1. I was able to replicate this one on my end too. It seems to occur when switching from Shuffle to Loop and back again, then selecting a track manually. I'll dig into what's causing it and aim to roll out a fix in the next bug patch.

2. I haven't been able to reproduce this issue yet, so I'll need to investigate a bit more to figure out what's triggering it.

3. Equipping boots underground does have a stamina cost of -5, just like with tools and accessories. Also, bonus stamina from gear is added as empty stamina (rather than filled), to prevent players from swapping boots mid-run for a stamina refill. However, if you equip boots on the surface, there's no stamina cost and the bonus stamina should be filled. If you ran into this on the surface, that might be a bug.

4. I've actually streamlined how the furnace unlocks. It now unlocks at the same time as the anvil, and Clay has been removed entirely, since its only use was for unlocking the furnace, and that process was a bit confusing for some players.

5. You're totally right. The transparent boot equip slot shouldn't be visible in vegan mode. That'll be fixed in the next update.


Also, I really appreciate the kind words about vegan/ironman mode! It's definitely designed as a bit of a hardmode. Removing the torch makes things much more challenging. And thanks to your report, I just realized that the 250 light radius requirement is making Caelo unobtainable in vegan mode. I'll be working on a fix for that too.


Thanks again for the detailed bug reports and thoughtful feedback. It really helps make the game better. I'm glad to have you along for the ride :)

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You have to win the jackpot (777) in order to unlock Reeler. (1 in 593 chance)

I agree. "Enlightenment" feels like the best fit overall. Chi/Ki definitely need to rely on the tooltip to make their function clear (though Enlightenment does too, to be fair, but at least it gives a hint at its purpose).

That was quick! I've only managed to get two hats so far. My current run hasn't even hit the diamond pickaxe yet.

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Caelo unlocks at 250 total light radius. Every turtle except Caelo has a base light radius of 50 (Caelo has 100).

Diamond pickaxe chests only spawn in magma zone.

Thanks for the suggestions!

I was thinking of leaning into something that feels a bit more kung fu or dojo-themed. Maybe something like “Enlightenment”. Kind of a cheeky nod since it literally has “light” in it, but also fits the idea of training and growth. Or possibly something a little less obvious but still connected to the light radius idea, like “Chi,” which has a nice thematic tie-in and a subtle energy vibe.

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Mistral requires quite a bit of digging. She unlocks when your Cells Dug reaches a certain amount. (check info page on your total cells dug)

Oh, just saw your reply.

Sometimes comments get buried deep in the thread (really starting to think we'll need that Discord server soon).

I did consider adding a light upgrade to the Dojo, but I'm still stuck on finding a name that fits the overall Dojo theme. Currently we have Power, Stamina, and Regeneration. Something like "Light" training feels a bit off. Still brainstorming on that one.

As for the Sanguine Signet, that's actually intended! I wanted different turtles to come with their own perks and trade-offs, which means certain equipment will synergize well with some turtles, while others might be totally incompatible. Adds a bit of personality and strategy to builds.

You mean the iron turtle Griddle?

That's because they crafted a torch before the flask. Crafted items fill bag slots from left to right. Right now, there's no way to move Flask to a different slot after it's crafted, but you can technically switch the slot for other consumables by using them up and crafting a new one in their place.

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Caelo: Drawn to those carrying plenty of light. (increase your light radius)

Reeler: Ever hit the jackpot on the slots?

Thanks so much, really appreciate it! I'll definitely keep you in mind for testing when I have complex new features.

Really appreciate the offer, that's super kind of you! I've got this thing where I want everything about Serenitrove to be made by me, even the smaller stuff like the Discord server. It's just a personal principle. But I'd definitely be glad to have you as a mod once I get the server set up :)

I do plan to have a discord server for Serenitrove soon, but I just can't find the time to create it. Been fixing bugs and adding features.

Any turtle works for diamond hunting, although personally I feel Caelo works best for me due to the increased light radius.

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Yeah, sounds like you're having a bit of a rough streak there. I actually just started a new playthrough myself to test some new features, and I've already found around 15 diamonds just from chests and digging around the granite/lava areas. But I get it, RNG just refuses to cooperate sometimes.

As for gambling your quartz away... I mean, I won't stop you, but I’ve never hit the jackpot myself, not even once.

You might want to start hoarding some iron ore ;)

Hey, I'm really honored that this game was the one to catch your eye after such a long time away from gaming.

Player feedback means a lot to me. I replay the game from scratch pretty regularly to spot little details I might've missed or areas that could be improved, but of course, sometimes things still slip through.

Thanks for the feedback! After testing it under brighter conditions, I agree, it can be a bit too subtle to notice. I've adjusted the glow to be slightly more noticeable and a bit larger now, so it should be easier to spot.

And thank you, that really means a lot to me, I'm happy you're enjoying the vibes!

About 1 in 593 spins

When you return to the surface after a dig, there's a chance a cow will spawn.

Diamonds are definitely rare, but they shouldn't be THAT rare. Maybe you have a visibility issue? Have you tried using Verdant Radiance + Torch? That can really help reveal more in the darker areas, especially around lava and granite.

As for tools, the Diamond Pickaxe is strong, but if you're still hunting for more diamonds or titaniums, the Omnishard might actually help you gather them faster.

Also, if you haven’t already, try unlocking the new turtle, Caelo. It can really boost your vision in darker areas.

Looks like you got lucky with the jackpot and had worse odds on the big win. RNG can be weird like that.

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I've just posted the latest patch notes, along with some details about the two new turtles. Added copper & iron exchange as well, but you will only see them when you're carrying more than 100.

Chance of hitting a Big Win on the slots is 1 in 166.

I guess you have your Omnishard diamonds then ;)

Diamonds start showing up in the granite zone (the layer right after ice), but they're still a bit rare there. If you're trying to farm diamonds for the Omnishard, that’s the earliest place you'll start seeing them.

Between Scoot and Grampshell, go with Scoot if you're running into stamina issues in the lower layers. Grampshell is a better pick if you're a bit more comfortable managing stamina and want to be a little greedier.

Thanks for reporting the bug! I’ve made a quick fix and updated the game, so this issue shouldn’t happen anymore.

If you're just starting out and don't have any accessories yet, Violetheart Pendant for the extra regeneration. It really helps you sustain longer runs early on.

As you go deeper and things get darker, Verdant Radiance + Torch can make a big difference in visibility.

For late game,

- Sanguine Signet for extended runs

- Omnishard to make farming Titaniums and Diamonds more efficient

- Winterheart to help you finish the game once you've maxed out (or nearly maxed out) everything

That is lucky... statistically speaking.

Just past the lava zone, there are three tiles of obsidian at the bottom, each with a toughness of 30. Even with max Power, they'll take around 20-ish stamina to break through. Once you dig past those, you'll reach the current soft ending of the game for now.

As for turtles, so far there are just the default (Scoot) and Grampshell, who was recently added. But more turtles (and different ways to unlock them) will be added from time to time.

The Jackpot on the slot machine is very rare, about a 1 in 593 chance on average. I'd recommend holding off on grinding too hard for it just yet... I'm working on better rewards and special unlockables tied to the Jackpot :)

No worries, glad you're enjoying the game! Cows have a decent chance to spawn every time you head back to the surface. So if you’re short on leather, doing a bunch of quick runs and resurfacing will trigger more spawns.

I try my best ;)

Resource tooltips above the viewport should be working. You can tap and hold to see their descriptions. That said, you're right that resource icons in the crafting menu don't show tooltips at the moment. Getting that working would require a decent rework of how that UI functions under the hood.

As for item descriptions, tooltips do work in the crafting interfaces (like the tanning rack or anvil), but not on equipment slots. That's because the current mobile interaction for equipping (single tap to equip or unequip) doesn’t leave room for a tooltip gesture like tap-and-hold.

I'd love to make that more intuitive on mobile, but it'll require a rethink of the equip flow specifically for touch devices. For now, I'm focusing on bug fixes and gameplay polish on desktop, so mobile-specific changes like this are a bit lower on the priority list. Really appreciate your patience and the helpful feedback!

You're welcome, I'm glad you enjoyed it! Thanks for playing!

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Thanks for the feedback! Gold can mostly be farmed on the stone layer just above the ice, so it might help to head back up there if you're running low. Gems definitely require a bit of luck, but I'm planning to introduce some accessories in future updates that will make gem hunting a little easier.

As for mobile support, currently all the item tooltips rely on hover, which unfortunately only works with a mouse. That means mobile users can't easily see names or descriptions right now. I like your idea of an examine mode where tapping once shows the info and tapping again closes it, and I'll look into whether that can be implemented. On desktop you can hover to see what an item does before crafting, but I'll see if I can bring that info to mobile as well.

Edit: Implemented tooltip support on touch devices (mobile)

Thanks! I'll definitely reach out once I'm finished with this project. I've been working on it on and off for a few months now.

You can click on them

Thanks for the feedback!

Have you clicked on the footwear slot in the top-right corner of the screen? After picking up the leather boots, you'll need to select them from the dropdown that appears there to equip them properly.

Also, regarding durability, footwear durability only decreases when the additional stamina provided by the boots is being used. Once your stamina drops back to your base level (without the footwear bonus), durability won't decrease further.

Currently, there is a soft ending, but you can continue playing to collect more resources, find missed items, and so on.